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koreanois

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A member registered May 19, 2024 · View creator page →

Creator of

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Oh shoot, thanks for reporting. I'll be sure to check that later when I get home...

Thanks so much! It's people like you that keep me motivated to keep creating.

Merry Christmas!

Wow, I did not think that under 2 hours is possible! You're definitely faster than me, hahah.

Thanks for playing and Merry Christmas

Did you insert both unwrapped gift and gift wrap into the gift machine? You can produce gift wrap in the paper machine (the green one with the paper roll). That should normally work...

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Thanks for highlighting the gnome issue - I believe it is for a large part the way their usage is a bit counterintuitive right now. There is the target amount setting, and the gnome will only produce resources if the target amount is more than the resources currently in the stash.

It is really difficult for a developer to gauge the intuitiveness of a game by themselves with only a limited group of players they can directly get feedback from, so I am very grateful for the feedback you provide.

Apart from that, do you see any more potential for improvement, especially with respect to the gnomes?

They are fairly new, nevertheless they should become (and should have already been...) a core element of making the game feel good and progressive, so it appears that there is still a lot to do here...

Sorry about that, maybe it was not clear what that means :( it means that the selected recipe requires too much material for the gnome to carry - there is an upgrade for the gnome that will increase their inventory space

Oh shoot! Thank you for reporting.

It worked fine on my computer and all computers I have tested it on, but it is good to know that it is not the case for everybody...

I looked into the issue and uploaded a new build with a different compression method, hoping that this will fix the issue

Hey, thank you! Maybe the term is not very fitting... what I meant was a game that feels "alive". I was a bit concerned that it could be challenging in an idle-incremental type of game with essentially just one control at this time. I tried to achieve some "liveliness" (not sure if theres a better term for this) by providing the intro and some interactive dialogue amongst others, but other types of games have more interactive movement which is missing in this game, so I thought that this makes the game feeling alive challenging

Very fun! The volume bar carried me everywhere! I think you did a great job introducing the player to the mechanics and the pace and difficulty scaling was really good. The last level was really difficult, too! But it was not frustrating.

I think some music would have made this even better - especially with the volume bar. I think it would have been a lot of fun to use it for platforming while the music volume is changing at the same time

It took me a moment to figure out that the upgrades persists across the stages, but once I did it was so cool! I played it a few times and I really like the feeling of empowerment that you get when you gain when you collect the upgrades. I kind of felt like an evolving chess piece, turning from pawn to queen. More levels would be great!

I had fun playing this one! I think you did really well on the difficulty scaling - it starts out very easy but gets considerably more challenging later! I actually failed a few times and went back to try again, hahah! But I managed to win in the end!

Absolutely gorgeous visuals. Pixel art, atmosphere lighting and animation are all impeccable.

Moving around the world was great and I was ready to explore more, but my character sat down at some point and I did not know what to do anymore :(

The idea is really cool - and the atmosphere is really nice, the background sounds fit and make it kind of eerie, like a prison is supposed to be.

Overall, great work! Especially for your first game. Keep creating!

Here's some additional things I have noted:

  • You could consider not centering the camera onto the player character at all times and confine the viewport within the boundaries of the scene. That way, you can avoid the black background for the most parts. I saw that you're using Unity - you can use Cinemachine Confiner 2D for this and set this up without writing a single line of code
  • The Interact indicator when you're close to an interactable object is great. You could consider adding the actual button that the player needs to press though, something like "Press E to interact"
  • I had a weird issue sometimes that the waterslime and ant sprites were backwards sometimes. Not a big problem - just something that I noticed
  • I seemed to have a problem in the cake room - I did two playthroughs. In the first playthrough, everything worked and I was able to complete the game, but in the second playthrough I was not able to interact with the cake anymore...
  • A WebGL game typically does not need a Quit button. When I clicked it, I had to reload the game
  • The selection and usage of sound effects is where you really excelled - those are really good!

Thanks for playing! There will be an update later this week with some quality of life improvements and a more interesting progression beyond the phone.

Amongst others, the clunky resource input will be adressed...

Hahahah, you got me with the easter egg!!!! That was great! I did not read the easter egg spoiler, so you really got me there!

Also, nice animation, and the movement of the character felt very smooth.

Cool game, I especially like the visuals and the music is really fitting. What I also like is that the game is fast-paced. The movement is fast, the effects are cool and the camera shake adds polish.

One thing to note could be, that the hit boxes for the items could be slightly larger - it felt difficult to aim with them because I have to get very close to throw them, and then it is very difficult to gauge a throwing angle since the margin is very small.

Thanks, that was really helpful! I actually managed to find the issue with the help of your input, really appreciate it.

It won't be until the end of the game jam that I can upload the fix, but I hope the issue should occur fairly rarely...

Thanks again for reporting!

Hey and thanks for reporting. I have been trying to spot this issue, but it seems to be a tricky one... to narrow down the issue, could you perhaps tell me:

  • Did you manage to craft any glass at all? Or did it fail at the first attempt already?
  • What do you mean by keep going up and of the screen? Did the sand symbol fly out of the screen and the crafting stopped, or did it continue to get crafted indefinitely?

WOW that was great! Very immersive atmosphere

Hey, thanks for the extensive review :)

Your quality of life improvement suggestions are definitely valid, but I have some time constraints as this is a game jam entry that's due very soon... so I had to prioritize and had to downsize a few aspects of the game to make it in time...

Something to look into after the jam is complete :)

380!

Cute game! I really like the art, and the cover picture really caught my attention. One minor thing that I encountered was that I sometimes tried to pull the ghosts into the grave's soil instead of the tombstone - it took me a moment to notice that I have to pull them into the stone, not the soil (I only read the description afterwards, oops!).

Also, I really like that the fact that the graves are randomized so that every playthrough is different.

I am glad you enjoy the game.

I can also see that it is a bit unclear where the game is progressing into when playing - when you get to the end, it is admittedly a bit sudden. It could definitely use something to indicate progression more clearly and how close the player might be to the end. I will think of something...

Thank you for playing and bringing this to my attention!

Thanks for the feedback and congratulations on your victory!

Nice music and gameplay. I always lose once I combine my first watermelon. I have never made it past having one watermelon at once. Once I make it far enough, I am really wondering what will happen, when two watermelons are combined, or if they can be combined at all.

I spent way more time playing this game than you would think. 😅

Thanks for the game!

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Hey, thanks for playing!

Damn, I would have written a devlog if I had known that anyone would be genuinely interested in the utilized techniques.

So, each planet consists of a collider that is statically positioned somewhere in the world space (where I want the planet to be) and a sprite renderer that is - by default - positioned at the same position. The collider and the  renderer have the same shape and size.

The collider remains at its original position and scale always, the sprite renderer's position and size on the other hand are computed based on the rocket's distance and direction to the planet's original position. If the distance is  smaller than a certain threshold, then this indicates that the rocket is on the planet or at least very close to it - in which case the sprite renderer should be at its original position and size (and exactly match the collider's).

Once the rocket's distance to the planet increases, the sprite renderer's scale will be reduced by a fixed rate, until a limit has been reached (this is why planets never really disappear). Also, I am computing the direction from the rocket towards the original planet's position to determine the position of the "projection" (i.e. the sprite renderer). So if the original planet's position would be somewhere in the top left direction, the projection is rendered on the top left - just as an example.

With this approach, we can distinctly compute a size and position for each planet's projection based on the rocket's position and rotation.

Interestingly, even the background is a projection that simply moves with the rocket.

I think it will become clearer with a short video:

You can see the "regular" game view on the right hand side, and on the left side you can see what is really happening behind the scenes. You can see the planet's size and position changing as well as the background and everything moving with respect to the rocket, except for the collider (the green outline). That one stays in its position always.

I hope this information is useful for you. Glad that you are interested!

Took me a while to figure out what was going on, but then I got it! Great experience.

I just played and finished this game and had a blast playing it. It is also a perfect implementation of the theme. The puzzles are very well designed and the game really messed with my head, but in a good way. Especially the final level.

Hey, thanks so much for the feedback! It's so cool that so many of you played, wow!

Glad you enjoyed the game overall. And congratulations to the winner!

The detailed insights of the game's strengths and areas for improvement are incredibly helpful.

I especially see the need for clearer objectives and improvement of the pacing for improving the core mechanics of the game but also the other points concerning minor annoyances and the overall game readability...

Thanks again, and I wish you all the best for your workshop.

I really like this prototype and I think it is very unique. At least I have never seen this concept before.

I am aware that this is a prototype at a very early stage - I think it has a lot of potential for additional extension. You could start the game out with fewer directions (2 instead of 4) or the number of segments a piece consists of, just to name a few ideas.

One thing I noticed while playing was that by intuition I did not expect the arrow keys to move the blocks right away. Instead I was expecting the arrow keys to only set the direction and afterwards requiring a confirmation (for instance the Space key) to be moved eventually. I was hit by surprise a few times when the arrow key immediately moved my piece. But this might just be me...

Generally, great concept!

Thanks a lot for playing and providing feedback. Exactly the kind of feedback I need.

I especially realize the backwards movement and circling can get boring and I also see the performance implications... Some more TODOs for me.

But before that, I will make sure to try out your game.

Hello everybody

I would like to request some feedback for my game:

https://koreanois.itch.io/soju-garden

The game is about playing a bottle of liquor, destroying fruits, becoming stronger in the process and making it to the end.

The reason I am posting here is that I have the impression that the game does not feel polished at some places, but I cannot quite put my finger on what it is... Also, I am wondering how fun the game is - as its creator, for me it is very difficult to judge.

You are very welcome to provide any feedback, but below aspects would interest me especially:

  • Where could the game be more polished?
  • When you stopped playing, what made you want to stop instead of continuing?


Here are some screenshots:



Looking forward to reading your feedback.

Thanks!

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Thank you for the feedback. A speedup option makes a lot of sense! It will be added.

Will also look into the bug...

Edit: bugfix and speedup are now available

This is a good game